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Modeling A Retro Sci-Fi Female Character

By Richard Tilbury
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Date Added: 30th December 2010
Software used:
3ds Max

Fig06 - Now click on Connect which will add a subdivision along the row of edges.

1440_tid_06.jpg
Fig. 06

Fig07 - Go into Vertex mode (dots top right) and make sure you uncheck Ignore Backfacing on the Modify Panel (ringed in red). Create a selection area around some of the verts in the right or left viewport and move them to create a shape similar to that shown, making sure to check the other views. Unchecking Ignore Backfacing will ensure the shape remains symmetrical.

1440_tid_07.jpg
Fig. 07

Fig08 - Select one of the middle vertical edges (shown in blue) and then click on the small arrow next to Connect. This opens a dialogue box where you can alter the segments and their positions. Change the number to 3 and then hit OK. You will now have 3 subdivisions through the middle of the mesh (red lines).

1440_tid_08.jpg
Fig. 08

Fig09 - In Vertex Sub-Object level and with Ignore Backfacing still unchecked start to move the verts in using the Orthographic views to create shape resembling the one shown.

1440_tid_09.jpg
Fig. 09


Fig10 - Use the Scale tool to pull the verts inwards along one axis on both sides to create a better shape in the top view and be sure to check your progress in a perspective or user view.

1440_tid_10.jpg
Fig. 10





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Readers Comments (Newest on Top)
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(ID: 157404, pid: 0) EMRE on Mon, 22 October 2012 12:11pm
Really thanks a lot for this tutorial and for this site also. This is really helpful for me to learn max
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(ID: 132119, pid: 0) Jack on Wed, 11 July 2012 2:55am
thanks
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(ID: 64791, pid: 0) June on Thu, 24 November 2011 2:23am
As a Max newbie, had to go through this tutorial 3 times before I ended up with a good result. Learned loads along the way. Major thanks for supplying this tut.
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(ID: 48818, pid: 0) Nash on Sat, 27 August 2011 1:40pm
I think that this tutorial was done in an excellent manner. It was well detailed and informative.I wish there was a video version too.
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(ID: 47915, pid: 0) Annie on Fri, 12 August 2011 12:47pm
I really really enjoyed this tutorial, and thank you so much for taking the time to make it. However for someone like me who is really a beginner in 3DMAX, it would have been lovely of you to explain a bit more in detail; This tutorial is for those as it would seem who know 3DMAX pretty well. In all seriousness, If I knew 3DMAX as you portrayed in this tutorial, I give you a ten out of ten for brilliant work! Love the avatar! Well done!
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(ID: 42131, pid: 0) Zack on Sun, 08 May 2011 9:47am
i like this tutorial coz with out blueprint
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(ID: 39694, pid: 0) Patrick on Wed, 06 April 2011 7:11pm
Personally, I am a beginner and this tutorial makes the modelling of a head pretty easy and understandable, I am halfway through already and without problems.
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(ID: 38070, pid: 0) Nahuel Rodriguez Pardo on Thu, 17 March 2011 2:56pm
the best game
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(ID: 36825, pid: 0) Lars Erik on Sat, 26 February 2011 11:10pm
I am on Part 1 and i fail to see how suddenly it changed shape? I don't understand it...i might buy this software but i wont if i can understand it.
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(ID: 35101, pid: 0) Jan on Tue, 08 February 2011 8:15am
Hi. Great tutorial. Is it possible to download the tutorial ?
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(ID: 25203, pid: 0) Airflow on Wed, 20 October 2010 2:48pm
I think there are so many people trying to make tutorials before they have mastered their craft that the watermark is distinctly lowered. Compare this tutorial with one from Stephen Sthalberg that was done over 10 years ago and you will see my point. I give credit for the effort put into this but wish that the creator spent more time character modeling and so would be able to sort out the issues with this instead of hading them on to the new artists who cant see any flaws here.
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(ID: 23354, pid: 0) Bginner on Sat, 25 September 2010 5:42pm
hi I'm new in 3ds max and i like modeling a lot i found a few website for tutorials and just recently i finished my first model a gundam rx-78-2 but i have a simple question, where do i have to start first to learn 3d modeling? And for some tutorials they have blue prints on left, front or top view ports why didn't you use a blue print?
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(ID: 18609, pid: 0) L_A_L_I_90 on Wed, 11 August 2010 6:13pm
nice tutorial thanks for posting this i think it could be better if the procedure for creating the material could be explained too
Munkybutt's Avatar
(ID: 50775, pid: 805810) Crispy4004 (Forums) on Mon, 26 July 2010 7:23am
Well the "making of"s are not suppose to be a step by step tutorials, they are a broad overlook of how everything was accomplished. A lot of people have similar workflows so parts tend to be repetitive but usually with the really good works you'll see people do things a tad differently, even if they don't break down the progress to great lengths.As far as the occlusion talk here is concerned, lets not over complicate things. Ambient Occlusion is simply there to block all non-direct light in crevices that shouldn't be there. That can be done properly with AO settings in arch/vis materials or if you break down a shot into passes, but if that's all foreign to you or not practical in a given situation do it like Sathe explained and look into the other methods later.
Munkybutt's Avatar
(ID: 162910, pid: 805810) Crispy4004 (Forums) on Mon, 26 July 2010 7:23am
Well the "making of"s are not suppose to be a step by step tutorials, they are a broad overlook of how everything was accomplished. A lot of people have similar workflows so parts tend to be repetitive but usually with the really good works you'll see people do things a tad differently, even if they don't break down the progress to great lengths.As far as the occlusion talk here is concerned, lets not over complicate things. Ambient Occlusion is simply there to block all non-direct light in crevices that shouldn't be there. That can be done properly with AO settings in arch/vis materials or if you break down a shot into passes, but if that's all foreign to you or not practical in a given situation do it like Sathe explained and look into the other methods later.
Munkybutt's Avatar
(ID: 50774, pid: 805750) Inkman002 (Forums) on Sun, 25 July 2010 11:06pm
i like the tutorial its very detailed and well explained.[QUOTE] but for me a few other tutorials and especially some making ofs here at threedys are much worse, because they just dont transport any usefull or even interesting information, just like the new Crazy Zombie-Making of. Its almost just "Here I did start; here Im half through; and this is the final image". No word about on how do they got there.[/QUOTE]yeah i definitely agree with ya there. when i was learning 3d those were some of my biggest pet peeves about tutorials. eventually i learned if you can move a point you can make any shape you want. it would be nice however to see how they made such complicated shapes. WOW! im totally blown away by the occlusion side topic going on. ive thought for awhile this was the way to do occlusion. if thats the case whats the purpose of a occlusion pass? im confused now. :ugh: i dont render in max or maya so im kind of lost in the lingo but what im getting is the ao should be incorporated into the texture somehow before the render. am i right?
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(ID: 162909, pid: 805750) Inkman002 (Forums) on Sun, 25 July 2010 11:06pm
i like the tutorial its very detailed and well explained.[QUOTE] but for me a few other tutorials and especially some making ofs here at threedys are much worse, because they just dont transport any usefull or even interesting information, just like the new Crazy Zombie-Making of. Its almost just "Here I did start; here Im half through; and this is the final image". No word about on how do they got there.[/QUOTE]yeah i definitely agree with ya there. when i was learning 3d those were some of my biggest pet peeves about tutorials. eventually i learned if you can move a point you can make any shape you want. it would be nice however to see how they made such complicated shapes. WOW! im totally blown away by the occlusion side topic going on. ive thought for awhile this was the way to do occlusion. if thats the case whats the purpose of a occlusion pass? im confused now. :ugh: i dont render in max or maya so im kind of lost in the lingo but what im getting is the ao should be incorporated into the texture somehow before the render. am i right?
Munkybutt's Avatar
(ID: 50773, pid: 805547) Nupsi (Forums) on Sat, 24 July 2010 9:02am
Nice tutorial for beginners, because its much more detailed than a lot of previous tutorials/making ofs. I hate to say it, because 3dtotal teached me sooo much, but for me a few other tutorials and especially some making ofs here at threedys are much worse, because they just dont transport any usefull or even interesting information, just like the new [URL="http://www.3dtotal.com//tutorial/3d_studio_max/crazy_zombie_sculpting/crazy_zombie_sculpting_01.php"]Crazy Zombie-Making of[/URL]. Its almost just "[I]Here I did start; here Im half through; and this is the final image[/I]". No word about on how do they got there. Come on guys, this is a 3D-Forum and most of the people here know that you first modeled the mesh, than added some details and finally hit the render-button ;P The "how" is the interesting, but sadly most ignored part.But there are plenty of good examples too, of course! Like Igors "[URL="http://www.3dtotal.com/tutorial/zbrush/girl_modeling_bath_scene/girl_bath_modeling_01.php"]Making of bath[/URL]", which shows some interesting reference-work, or Simons "[URL="http://www.3dtotal.com/team/Tutorials_3/ZBrush_Tutorials/no_more_wine/no_more_wine_01.asp"]No more wine[/URL]".Anyway...there cant be enough tutorials (and making ofs), and even if its just to see how others getting their work done. So thanks for another one :)
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(ID: 162908, pid: 805547) Nupsi (Forums) on Sat, 24 July 2010 9:02am
Nice tutorial for beginners, because its much more detailed than a lot of previous tutorials/making ofs. I hate to say it, because 3dtotal teached me sooo much, but for me a few other tutorials and especially some making ofs here at threedys are much worse, because they just dont transport any usefull or even interesting information, just like the new [URL="http://www.3dtotal.com//tutorial/3d_studio_max/crazy_zombie_sculpting/crazy_zombie_sculpting_01.php"]Crazy Zombie-Making of[/URL]. Its almost just "[I]Here I did start; here Im half through; and this is the final image[/I]". No word about on how do they got there. Come on guys, this is a 3D-Forum and most of the people here know that you first modeled the mesh, than added some details and finally hit the render-button ;P The "how" is the interesting, but sadly most ignored part.But there are plenty of good examples too, of course! Like Igors "[URL="http://www.3dtotal.com/tutorial/zbrush/girl_modeling_bath_scene/girl_bath_modeling_01.php"]Making of bath[/URL]", which shows some interesting reference-work, or Simons "[URL="http://www.3dtotal.com/team/Tutorials_3/ZBrush_Tutorials/no_more_wine/no_more_wine_01.asp"]No more wine[/URL]".Anyway...there cant be enough tutorials (and making ofs), and even if its just to see how others getting their work done. So thanks for another one :)
Munkybutt's Avatar
(ID: 50772, pid: 805545) Sathe (Forums) on Sat, 24 July 2010 7:42am
[quote=Crispy4004;805352]Actually I am a Maya user but the concept is universal. [I]Ambient[/I] occlusion is not suppose to obstruct diffusion. You only want to occlude the indirect light which is responsible, without AO or very high sampling, for cavities being washed out. After all why would direct light ever be occluded?You've probably already seen this chart on Master Zaps page, but here it is again to further illustrate things:[URL="http://img685.imageshack.us/i/aoexplain.jpg/"][IMG]http://img685.imageshack.us/img685/339/aoexplain.th.jpg[/IMG][/URL]And no there is no channel at least in Maya that lets you effect only the indirect light, but like I mentioned earlier AO through the Mia shader does things correctly. It's either that or break down your lighting down into passes.Hope that clarifies things.[/quote]I am aware traditional occlusion maps over beauty passes are not accurate, which is why I build it into my shaders with vray dirt maps similar to you, however if you have to apply it as a faked pass, this is the way to do it in Photoshop (as a pass of course).
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(ID: 162907, pid: 805545) Sathe (Forums) on Sat, 24 July 2010 7:42am
[quote=Crispy4004;805352]Actually I am a Maya user but the concept is universal. [I]Ambient[/I] occlusion is not suppose to obstruct diffusion. You only want to occlude the indirect light which is responsible, without AO or very high sampling, for cavities being washed out. After all why would direct light ever be occluded?You've probably already seen this chart on Master Zaps page, but here it is again to further illustrate things:[URL="http://img685.imageshack.us/i/aoexplain.jpg/"][IMG]http://img685.imageshack.us/img685/339/aoexplain.th.jpg[/IMG][/URL]And no there is no channel at least in Maya that lets you effect only the indirect light, but like I mentioned earlier AO through the Mia shader does things correctly. It's either that or break down your lighting down into passes.Hope that clarifies things.[/quote]I am aware traditional occlusion maps over beauty passes are not accurate, which is why I build it into my shaders with vray dirt maps similar to you, however if you have to apply it as a faked pass, this is the way to do it in Photoshop (as a pass of course).
Munkybutt's Avatar
(ID: 50771, pid: 805354) Mach Skinner (Forums) on Thu, 22 July 2010 8:16pm
Only occlude the indirect lighting that is washing out the cavities and crevasses . Gotcha. Thanks for the explaination.
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(ID: 162906, pid: 805354) Mach Skinner (Forums) on Thu, 22 July 2010 8:16pm
Only occlude the indirect lighting that is washing out the cavities and crevasses . Gotcha. Thanks for the explaination.
Munkybutt's Avatar
(ID: 50770, pid: 805352) Crispy4004 (Forums) on Thu, 22 July 2010 7:50pm
Actually I am a Maya user but the concept is universal. [I]Ambient[/I] occlusion is not suppose to obstruct diffusion. You only want to occlude the indirect light which is responsible, without AO or very high sampling, for cavities being washed out. After all why would direct light ever be occluded?You've probably already seen this chart on Master Zaps page, but here it is again to further illustrate things:[URL=http://img685.imageshack.us/i/aoexplain.jpg/][IMG]http://img685.imageshack.us/img685/339/aoexplain.th.jpg[/IMG][/URL]And no there is no channel at least in Maya that lets you effect only the indirect light, but like I mentioned earlier AO through the Mia shader does things correctly. It's either that or break down your lighting down into passes.Hope that clarifies things.
Munkybutt's Avatar
(ID: 162905, pid: 805352) Crispy4004 (Forums) on Thu, 22 July 2010 7:50pm
Actually I am a Maya user but the concept is universal. [I]Ambient[/I] occlusion is not suppose to obstruct diffusion. You only want to occlude the indirect light which is responsible, without AO or very high sampling, for cavities being washed out. After all why would direct light ever be occluded?You've probably already seen this chart on Master Zaps page, but here it is again to further illustrate things:[URL=http://img685.imageshack.us/i/aoexplain.jpg/][IMG]http://img685.imageshack.us/img685/339/aoexplain.th.jpg[/IMG][/URL]And no there is no channel at least in Maya that lets you effect only the indirect light, but like I mentioned earlier AO through the Mia shader does things correctly. It's either that or break down your lighting down into passes.Hope that clarifies things.
Munkybutt's Avatar
(ID: 50769, pid: 805330) Mach Skinner (Forums) on Thu, 22 July 2010 5:32pm
Ah you're talking max stuff, nevermind. Though that article is good.
Munkybutt's Avatar
(ID: 162904, pid: 805330) Mach Skinner (Forums) on Thu, 22 July 2010 5:32pm
Ah you're talking max stuff, nevermind. Though that article is good.
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(ID: 50768, pid: 805327) Mach Skinner (Forums) on Thu, 22 July 2010 5:09pm
[QUOTE=Crispy4004;805237]That method would be a good way of getting around some problems with multiplying occlusion directly over the beauty, but it's not technically what happens with AO in a Rendering engine like Mental Ray when Occlusion is on in the Mia shader. The difference is AO gets applied only to indirect light before direct light is added on top.I go by Master Zap's explanation [URL="http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html"]here[/URL]. Of course though it's all about results, if another method works better for you go for it.It's not going to be technically correct but if we're talking game models here then by all means go ahead.[/QUOTE]But for physical accuracy doesn't AO technically fit in with "diffusion" of light or lack thereof? Is there a channel for mapping ambient light? That would be new to me lol. So if we have a "diffusion map" plugged into the diffusion channel (not a color channel, I'm not strictly talking about color value but diffusion of light). Ambient occlussion being the absence of diffusion and thus making those small little concaves and crevasses darker. Same for a cavity map, though that has a different appearance and imo can be used to add texture details to the color and bump.
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(ID: 162903, pid: 805327) Mach Skinner (Forums) on Thu, 22 July 2010 5:09pm
[QUOTE=Crispy4004;805237]That method would be a good way of getting around some problems with multiplying occlusion directly over the beauty, but it's not technically what happens with AO in a Rendering engine like Mental Ray when Occlusion is on in the Mia shader. The difference is AO gets applied only to indirect light before direct light is added on top.I go by Master Zap's explanation [URL="http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html"]here[/URL]. Of course though it's all about results, if another method works better for you go for it.It's not going to be technically correct but if we're talking game models here then by all means go ahead.[/QUOTE]But for physical accuracy doesn't AO technically fit in with "diffusion" of light or lack thereof? Is there a channel for mapping ambient light? That would be new to me lol. So if we have a "diffusion map" plugged into the diffusion channel (not a color channel, I'm not strictly talking about color value but diffusion of light). Ambient occlussion being the absence of diffusion and thus making those small little concaves and crevasses darker. Same for a cavity map, though that has a different appearance and imo can be used to add texture details to the color and bump.
Munkybutt's Avatar
(ID: 50767, pid: 805237) Crispy4004 (Forums) on Thu, 22 July 2010 9:01am
[QUOTE=Sathe;805035]wtf? You didn't answer his question. The correct way of APPLYING an occlusion pass is to use it's inverse in the matte of a curves layer (Located in the channels directory once created)Adjust the curve to correspond with the gamma curve either applied directly in the renderer or the one you applied to your beauty pass in photoshop.[/QUOTE] That method would be a good way of getting around some problems with multiplying occlusion directly over the beauty, but it's not technically what happens with AO in a Rendering engine like Mental Ray when Occlusion is on in the Mia shader. The difference is AO gets applied only to indirect light before direct light is added on top.I go by Master Zap's explanation [URL="http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html"]here[/URL]. Of course though it's all about results, if another method works better for you go for it.[QUOTE=Mach Skinner;805215]Can't you just use the AO map as a diffuse map layer? For game models I change the hue of the AO map accordingly. Of course that takes some more time.[/QUOTE]It's not going to be technically correct but if we're talking game models here then by all means go ahead.
Munkybutt's Avatar
(ID: 162902, pid: 805237) Crispy4004 (Forums) on Thu, 22 July 2010 9:01am
[QUOTE=Sathe;805035]wtf? You didn't answer his question. The correct way of APPLYING an occlusion pass is to use it's inverse in the matte of a curves layer (Located in the channels directory once created)Adjust the curve to correspond with the gamma curve either applied directly in the renderer or the one you applied to your beauty pass in photoshop.[/QUOTE] That method would be a good way of getting around some problems with multiplying occlusion directly over the beauty, but it's not technically what happens with AO in a Rendering engine like Mental Ray when Occlusion is on in the Mia shader. The difference is AO gets applied only to indirect light before direct light is added on top.I go by Master Zap's explanation [URL="http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html"]here[/URL]. Of course though it's all about results, if another method works better for you go for it.[QUOTE=Mach Skinner;805215]Can't you just use the AO map as a diffuse map layer? For game models I change the hue of the AO map accordingly. Of course that takes some more time.[/QUOTE]It's not going to be technically correct but if we're talking game models here then by all means go ahead.
Munkybutt's Avatar
(ID: 50766, pid: 805215) Mach Skinner (Forums) on Thu, 22 July 2010 4:08am
[QUOTE=Crispy4004;804965]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.[/QUOTE]Can't you just use the AO map as a diffuse map layer? For game models I change the hue of the AO map accordingly. Of course that takes some more time.
Munkybutt's Avatar
(ID: 162901, pid: 805215) Mach Skinner (Forums) on Thu, 22 July 2010 4:08am
[QUOTE=Crispy4004;804965]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.[/QUOTE]Can't you just use the AO map as a diffuse map layer? For game models I change the hue of the AO map accordingly. Of course that takes some more time.
Munkybutt's Avatar
(ID: 50765, pid: 805154) Dark_maggot (Forums) on Wed, 21 July 2010 8:00pm
[QUOTE=kirgan;804750]To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.[/QUOTE]Box modeling is a valid way to model, but the issue with box modeling is that most of the time the characters come out looking too much like the shape you are using.Still a nice tutorial that is obvious someone put a lot of time and effort into it. Props for doing it I mean we are all criticizing but I have yet to see some of use put up a tutorial ourselves.Cheers.
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(ID: 162900, pid: 805154) Dark_maggot (Forums) on Wed, 21 July 2010 8:00pm
[QUOTE=kirgan;804750]To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.[/QUOTE]Box modeling is a valid way to model, but the issue with box modeling is that most of the time the characters come out looking too much like the shape you are using.Still a nice tutorial that is obvious someone put a lot of time and effort into it. Props for doing it I mean we are all criticizing but I have yet to see some of use put up a tutorial ourselves.Cheers.
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(ID: 50764, pid: 805071) Tom-3DT (Forums) on Wed, 21 July 2010 9:21am
[QUOTE=NinthJake;805012]Really nice tutorial. I'd like to have the texture&material part as a separate chapter though so that the shaders and textures could be explained more in detail.[/QUOTE]This is a good idea, will look into sorting it out.Thanks everyone else for the feedback it is very much appreciated and helps us a lot with future projects.
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(ID: 162899, pid: 805071) Tom-3DT (Forums) on Wed, 21 July 2010 9:21am
[QUOTE=NinthJake;805012]Really nice tutorial. I'd like to have the texture&material part as a separate chapter though so that the shaders and textures could be explained more in detail.[/QUOTE]This is a good idea, will look into sorting it out.Thanks everyone else for the feedback it is very much appreciated and helps us a lot with future projects.
Munkybutt's Avatar
(ID: 31842, pid: 805035) Sathe (Forums) on Wed, 21 July 2010 2:59am
[QUOTE=Crispy4004;804965]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.[/QUOTE]wtf? You didn't answer his question. The correct way of APPLYING an occlusion pass is to use it's inverse in the matte of a curves layer (Located in the channels directory once created)Adjust the curve to correspond with the gamma curve either applied directly in the renderer or the one you applied to your beauty pass in photoshop. As for the tutorial itself, It's well presented, but the end result looks a little awkard HOWEVER, he is teaching his own principles of how to approach the subject. If the tutor was going to show you a detailed way of getting a good looking female head it would be 50hours of video content. Cut him a bit of slack ;), if his method feels comfortable for you, use it, if notmove on and try and find something better for [U]free[/U].
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(ID: 162898, pid: 805035) Sathe (Forums) on Wed, 21 July 2010 2:59am
[QUOTE=Crispy4004;804965]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.[/QUOTE]wtf? You didn't answer his question. The correct way of APPLYING an occlusion pass is to use it's inverse in the matte of a curves layer (Located in the channels directory once created)Adjust the curve to correspond with the gamma curve either applied directly in the renderer or the one you applied to your beauty pass in photoshop. As for the tutorial itself, It's well presented, but the end result looks a little awkard HOWEVER, he is teaching his own principles of how to approach the subject. If the tutor was going to show you a detailed way of getting a good looking female head it would be 50hours of video content. Cut him a bit of slack ;), if his method feels comfortable for you, use it, if notmove on and try and find something better for [U]free[/U].
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(ID: 50763, pid: 805012) NinthJake (Forums) on Tue, 20 July 2010 9:50pm
Really nice tutorial. I'd like to have the texture&material part as a separate chapter though so that the shaders and textures could be explained more in detail.
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(ID: 162897, pid: 805012) NinthJake (Forums) on Tue, 20 July 2010 9:50pm
Really nice tutorial. I'd like to have the texture&material part as a separate chapter though so that the shaders and textures could be explained more in detail.
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(ID: 50762, pid: 804995) Crispy4004 (Forums) on Tue, 20 July 2010 9:10pm
Maybe someday I'll write up a little explination about keeping your renders physicality accurate and the benefits of working this way, even from a non-photo-realistic standpoint.There really is a staggering amount of forum users that don't reap the benefits of some key industry standard practices.
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(ID: 162896, pid: 804995) Crispy4004 (Forums) on Tue, 20 July 2010 9:10pm
Maybe someday I'll write up a little explination about keeping your renders physicality accurate and the benefits of working this way, even from a non-photo-realistic standpoint.There really is a staggering amount of forum users that don't reap the benefits of some key industry standard practices.
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(ID: 50761, pid: 804985) Hulahuga (Forums) on Tue, 20 July 2010 8:39pm
I actually like the fact that it really explains and shows every step (as far as I've read). This is really the most important aspect of a beginner tutorial according to me (except showing the "right" methods of course).Crispy - Why don't you write a tutorial of how to do the different ways :). I'd sure want to read it.
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(ID: 162895, pid: 804985) Hulahuga (Forums) on Tue, 20 July 2010 8:39pm
I actually like the fact that it really explains and shows every step (as far as I've read). This is really the most important aspect of a beginner tutorial according to me (except showing the "right" methods of course).Crispy - Why don't you write a tutorial of how to do the different ways :). I'd sure want to read it.
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(ID: 50760, pid: 804965) Crispy4004 (Forums) on Tue, 20 July 2010 5:15pm
[QUOTE=Bigley;804839]Aww... lol well Crispy how would you suggest doing an occlusion in a beauty render. Because I have seen a lot of people do this and would be interested if there is a better method.[/QUOTE]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.
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(ID: 162894, pid: 804965) Crispy4004 (Forums) on Tue, 20 July 2010 5:15pm
[QUOTE=Bigley;804839]Aww... lol well Crispy how would you suggest doing an occlusion in a beauty render. Because I have seen a lot of people do this and would be interested if there is a better method.[/QUOTE]In order to do occlusion the right way you either have to apply it in the beauty render preferably through the Mia shader which handles it correctly or break down your scene down into passes.[COLOR="RoyalBlue"]-optional read-[/COLOR]Ambient Occlusion means occluding ambient/indirect light. It's a multiplication that is intended to [I]only[/I] be used over this pass. It was developed by ILM to push the subtle occluded areas that get washed out with practical FG settings. The idea is to get similar results to a highly sampled image in way less render time. When you do it the wrong way you are loosing any color subtly in occluded regions muddying up your picture. It's the equivalent of using black paint over a nearly final oil painting in the tradtional art world... yuck. Not to mention when you do it right AO requires a much lower sample rate because the artifacts are less noticeably dirty.
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(ID: 50759, pid: 804929) Chichiri (Forums) on Tue, 20 July 2010 1:40pm
Even if it isn't the best tutorial I ever saw, it looks interesting, thanks a lot for it.
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(ID: 162893, pid: 804929) Chichiri (Forums) on Tue, 20 July 2010 1:40pm
Even if it isn't the best tutorial I ever saw, it looks interesting, thanks a lot for it.
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(ID: 15440, pid: 0) Jblithe on Tue, 20 July 2010 12:08pm
I think it's only fair to any noobs that may read this tute to point out that in all the info is good, but the topology and proportions are incorrect, probably down to cutting in too many edges too soon (as already mentioned). To get the most out of box modeling (and the thing that makes it a good modeling technique for beginers) you need to realy settle on your proportions, primary forms and basic edge flow before you start cutting in extra edges to define secondary forms. Shader and texture work is solid though.
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(ID: 50758, pid: 804880) Paulius-st (Forums) on Tue, 20 July 2010 8:48am
hmm. nice tutorial. not bad but not great. i liked that it is very detailed one. new people realy need those kind of tuts. i second the thoughts about usseles edge number at the start of the modeling and the topology. the shader looks nice . good work done :)
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(ID: 162892, pid: 804880) Paulius-st (Forums) on Tue, 20 July 2010 8:48am
hmm. nice tutorial. not bad but not great. i liked that it is very detailed one. new people realy need those kind of tuts. i second the thoughts about usseles edge number at the start of the modeling and the topology. the shader looks nice . good work done :)
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(ID: 50757, pid: 804872) Raul (Forums) on Tue, 20 July 2010 7:58am
ya guys! box modeling is so last month! wtf! jk :PI checked it out, not bad! waiting for part 2. Part 1 is more of a bore to me, as is stuff i already know. But im sure for the begginers out there this one will be awesome. Now, page 26, with SS shader. That was awesome! I still think the joan of arc tutorial is the best for noobs....just saying...i mean..that is how I learned how to model. Anyway, looking forward to part 2!
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(ID: 162891, pid: 804872) Raul (Forums) on Tue, 20 July 2010 7:58am
ya guys! box modeling is so last month! wtf! jk :PI checked it out, not bad! waiting for part 2. Part 1 is more of a bore to me, as is stuff i already know. But im sure for the begginers out there this one will be awesome. Now, page 26, with SS shader. That was awesome! I still think the joan of arc tutorial is the best for noobs....just saying...i mean..that is how I learned how to model. Anyway, looking forward to part 2!
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(ID: 50756, pid: 804839) Bigley (Forums) on Tue, 20 July 2010 2:59am
[QUOTE=Crispy4004;804835]My only pet peeve is when tutorials spread incorrect practices like multiplying occlusion over the beauty[/QUOTE]Aww... lol well Crispy how would you suggest doing an occlusion in a beauty render. Because I have seen a lot of people do this and would be interested if there is a better method.I second what lostboy said about using a lot of edges as it was my first thought. There really would be a lot of tweaking involved.
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(ID: 162890, pid: 804839) Bigley (Forums) on Tue, 20 July 2010 2:59am
[QUOTE=Crispy4004;804835]My only pet peeve is when tutorials spread incorrect practices like multiplying occlusion over the beauty[/QUOTE]Aww... lol well Crispy how would you suggest doing an occlusion in a beauty render. Because I have seen a lot of people do this and would be interested if there is a better method.I second what lostboy said about using a lot of edges as it was my first thought. There really would be a lot of tweaking involved.
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(ID: 50755, pid: 804835) Crispy4004 (Forums) on Tue, 20 July 2010 2:14am
It's one artists approach, definitely not my approach but if the results are there whatever method used shouldn't matter. I tend to think the human figure is hard enough to nail in Zbrush or Mudbox as is so I'm a bit forgiving here considering this uses neither.My only pet peeve is when tutorials spread incorrect practices like multiplying occlusion over the beauty or a general lack of linear workflow. I hate watching countless people make the same mistakes and then do the same in their own tutorials.
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(ID: 162889, pid: 804835) Crispy4004 (Forums) on Tue, 20 July 2010 2:14am
It's one artists approach, definitely not my approach but if the results are there whatever method used shouldn't matter. I tend to think the human figure is hard enough to nail in Zbrush or Mudbox as is so I'm a bit forgiving here considering this uses neither.My only pet peeve is when tutorials spread incorrect practices like multiplying occlusion over the beauty or a general lack of linear workflow. I hate watching countless people make the same mistakes and then do the same in their own tutorials.
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(ID: 50754, pid: 804824) RHedendahl (Forums) on Mon, 19 July 2010 11:23pm
Maybe it was a little harsh the way I wrote about the tutorial in my first post, I have a tendency to do so.I can see that a lot of work went down in making this tutorial, and it is well explained.The problem I have is the way he starts out. I like box modeling , but in this he adds a lot of strange edges that only will make the shaping of the head take more time. Like lostboy_1 said. He also have problems with topology and proportions.But there are some nice tips that are good and also skin shader on the render looks nice.But I would rather recommend some making of or other tutorials on you sweet tutorial section.
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(ID: 188721, pid: 804824) RHedendahl (Forums) on Mon, 19 July 2010 11:23pm
Maybe it was a little harsh the way I wrote about the tutorial in my first post, I have a tendency to do so.I can see that a lot of work went down in making this tutorial, and it is well explained.The problem I have is the way he starts out. I like box modeling , but in this he adds a lot of strange edges that only will make the shaping of the head take more time. Like lostboy_1 said. He also have problems with topology and proportions.But there are some nice tips that are good and also skin shader on the render looks nice.But I would rather recommend some making of or other tutorials on you sweet tutorial section.
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(ID: 162888, pid: 804824) RHedendahl (Forums) on Mon, 19 July 2010 11:23pm
Maybe it was a little harsh the way I wrote about the tutorial in my first post, I have a tendency to do so.I can see that a lot of work went down in making this tutorial, and it is well explained.The problem I have is the way he starts out. I like box modeling , but in this he adds a lot of strange edges that only will make the shaping of the head take more time. Like lostboy_1 said. He also have problems with topology and proportions.But there are some nice tips that are good and also skin shader on the render looks nice.But I would rather recommend some making of or other tutorials on you sweet tutorial section.
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(ID: 188627, pid: 804824) RHedendahl (Forums) on Mon, 19 July 2010 11:23pm
Maybe it was a little harsh the way I wrote about the tutorial in my first post, I have a tendency to do so.I can see that a lot of work went down in making this tutorial, and it is well explained.The problem I have is the way he starts out. I like box modeling , but in this he adds a lot of strange edges that only will make the shaping of the head take more time. Like lostboy_1 said. He also have problems with topology and proportions.But there are some nice tips that are good and also skin shader on the render looks nice.But I would rather recommend some making of or other tutorials on you sweet tutorial section.
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(ID: 50753, pid: 804798) Mithras (Forums) on Mon, 19 July 2010 9:24pm
Really nice and detailed tutorial!Just found one minor mistake: where figure 122 should be is Figure 22 :)
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(ID: 162887, pid: 804798) Mithras (Forums) on Mon, 19 July 2010 9:24pm
Really nice and detailed tutorial!Just found one minor mistake: where figure 122 should be is Figure 22 :)
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(ID: 50752, pid: 804790) MStandar (Forums) on Mon, 19 July 2010 9:04pm
I can understand, kirgans point of view, and sort of agree with him, but still it is a good tutorial for 3D Artist in the lower part of the learning curve.Not quite sure what i think about the box modelling technique, i have tried it before and it did'nt suit me when i first started out. but everyone is diffrent.Last i just want to say thanks, to the 3dtotal crew who made the happen, and i understand that alot of work went in making this work and be a solid tutorial for beginners.and just to clarify, Im not saying is a bad tutorial in no way, it's actually a good one, that gets results and for beginners its probably alot easier to understand moving around points in an box, than working with poly by poly.
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(ID: 162886, pid: 804790) MStandar (Forums) on Mon, 19 July 2010 9:04pm
I can understand, kirgans point of view, and sort of agree with him, but still it is a good tutorial for 3D Artist in the lower part of the learning curve.Not quite sure what i think about the box modelling technique, i have tried it before and it did'nt suit me when i first started out. but everyone is diffrent.Last i just want to say thanks, to the 3dtotal crew who made the happen, and i understand that alot of work went in making this work and be a solid tutorial for beginners.and just to clarify, Im not saying is a bad tutorial in no way, it's actually a good one, that gets results and for beginners its probably alot easier to understand moving around points in an box, than working with poly by poly.
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(ID: 50751, pid: 804788) Lostboy_1 (Forums) on Mon, 19 July 2010 8:05pm
box modeling is good for beginners...the author has really worked hard to prepare this..the only problem i find in this tutorial is that he adds a lot of edges in the beginning which means a lot of time goes into moving the vertices....
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(ID: 162885, pid: 804788) Lostboy_1 (Forums) on Mon, 19 July 2010 8:05pm
box modeling is good for beginners...the author has really worked hard to prepare this..the only problem i find in this tutorial is that he adds a lot of edges in the beginning which means a lot of time goes into moving the vertices....
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(ID: 50750, pid: 804787) MartinKlekner (Forums) on Mon, 19 July 2010 8:01pm
I think it looks very good, will definitely try and go through the tut. Thank you!
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(ID: 162884, pid: 804787) MartinKlekner (Forums) on Mon, 19 July 2010 8:01pm
I think it looks very good, will definitely try and go through the tut. Thank you!
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(ID: 50749, pid: 804761) Inveni0 (Forums) on Mon, 19 July 2010 7:08pm
It's obvious that a lot of work went into preparing this tutorial, and the information inside is definitely good information. I think the biggest problem is that the quality of the final model looks as if it was modeled using the box technique. This is, really, a pretty common side effect of box modeling. Getting rid of that look really takes a ton of refinement.As a tutorial for early beginners, though, it's solid.
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(ID: 162883, pid: 804761) Inveni0 (Forums) on Mon, 19 July 2010 7:08pm
It's obvious that a lot of work went into preparing this tutorial, and the information inside is definitely good information. I think the biggest problem is that the quality of the final model looks as if it was modeled using the box technique. This is, really, a pretty common side effect of box modeling. Getting rid of that look really takes a ton of refinement.As a tutorial for early beginners, though, it's solid.
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(ID: 50748, pid: 804758) Rocneasta (Forums) on Mon, 19 July 2010 6:48pm
i think kirgan is puzzled by the box modeling start of making a head - since it appears to be the least favourite way of doing it, and perhaps the hardest to comprehend as you're starting to model
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(ID: 162882, pid: 804758) Rocneasta (Forums) on Mon, 19 July 2010 6:48pm
i think kirgan is puzzled by the box modeling start of making a head - since it appears to be the least favourite way of doing it, and perhaps the hardest to comprehend as you're starting to model
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(ID: 50747, pid: 804753) Tom-3DT (Forums) on Mon, 19 July 2010 6:34pm
That's a shame you think that, we did go to quite a lot of effort to get this tutorial ready to give away as a large freebie to everyone, would be happy to hear other people's comments please.Thanks Tom
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(ID: 162881, pid: 804753) Tom-3DT (Forums) on Mon, 19 July 2010 6:34pm
That's a shame you think that, we did go to quite a lot of effort to get this tutorial ready to give away as a large freebie to everyone, would be happy to hear other people's comments please.Thanks Tom
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(ID: 50746, pid: 804750) RHedendahl (Forums) on Mon, 19 July 2010 6:15pm
To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.
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(ID: 162880, pid: 804750) RHedendahl (Forums) on Mon, 19 July 2010 6:15pm
To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.
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(ID: 188626, pid: 804750) RHedendahl (Forums) on Mon, 19 July 2010 6:15pm
To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.
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(ID: 188720, pid: 804750) RHedendahl (Forums) on Mon, 19 July 2010 6:15pm
To be honest I wouldn't recommend this tutorial to a friend, strange start on the head and the topology is strange. Some nice parts though.But all in all. Not very good.
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